3 ms·
Thanks! As with most software decisions, raycasters involve a tradeoff. They are related to voxels in that they impose constraints on what can be rendered. Voxe
by hunterloftis 12y ago
Thanks! As with most software decisions, raycasters involve a tradeoff. They are related to voxels in that they impose constraints on what can be rendered. Voxels render grids in 3 dimensions while raycasters (typically) render them in 2.
For this reason, you can generally build a raycaster faster and simpler than either voxels or meshes, but there will be things you can't do. Rotation on the x axis is tricky, for example.
It's probably best to think of physics in a raycaster as the same sort of physics you could apply in a top-down 2D game.